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XCTF1 Abandoned Place [Update 09-10-2013] [Finished]
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Author:  eXodus [ Fri Sep 20, 2013 10:03 am ]
Post subject:  XCTF1 Abandoned Place [Update 09-10-2013] [Finished]

Hello everyone,

This is my first mapping attempt and I would like to keep you informed about the progress I'm making.

I'm attempting to build a CTF map unlike any other around at this point. My main inspiration for the layout and gameplay are Japanese Castles, Spider Crossings, Infinity and CTCTF3(q3).

The point of this map is a open-closed fast paced map, what do I mean with that. Open closed is what I call Spider Crossings, a open base and mid with a connecting part that is completely seperated from eachother. Another version of this is Japanese Castles with a courtyard and garden which are closed off from eachother for the most part.

What I'm looking for in terms of fast paced can be found in Infinity and CTCTF3(q3). Two maps that are relatively small but very intertwined. Also they have a nice movement flow with fast and slower parts.

Summed up together: my goal is to attempt and bring these two styles together, a fast map that is intertwined yet has open-closed style parts in it.

Now talking about it is all great, but pictures say more then a 1000 words. Therefor I've added some screenshots of my current progress. I've started this project on 17-09-2013, there is no planned release date yet but I hope to be done before the end of 2014.

eXodus

New screenshots added [23-09-2013]

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Attachments:
File comment: Version 1
Project-X-20-09-2013.jpeg
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Author:  smiker [ Sun Sep 22, 2013 9:33 pm ]
Post subject:  Re: Project X

welcome!
I like the forms, hope to watch it detailed soon.
The only appointment could be the color set, maybe to grayish desaturated or whatever.
Hey, just a matter of opinion, if that scheme is intentionated, i should call the map somewhat cinderish :)

Author:  eXodus [ Sun Sep 22, 2013 10:41 pm ]
Post subject:  Re: Project X

smiker wrote:
welcome!
I like the forms, hope to watch it detailed soon.
The only appointment could be the color set, maybe to grayish desaturated or whatever.
Hey, just a matter of opinion, if that scheme is intentionated, i should call the map somewhat cinderish :)


The textures aren't permanent yet although i do not expect to make massive changes to them,I've done quite a lot of additions since these screenshots. What would you suggest for textures?

My goal is for a gameplay based map with of course plenty details, the current style seems to work in both picmip 0 and 10. Once I've got a version which I think worthy of testing I will publish this on here. I think this is about 1 week away.

Author:  eXodus [ Wed Sep 25, 2013 7:47 pm ]
Post subject:  XCTF1 [Update 25-09]

Hi again,

A new update for my first map. Some pictures of the updated mid and the first playable version of my map available for download. Of course this only works in Wolfcam at this point. Please give as much feedback, good or bad!

Note that this is just the blue base, red base will be added once it's finished.

Attachment:
File comment: Mid
Project-X-Mid.jpeg
Project-X-Mid.jpeg [ 56.44 KiB | Viewed 24247 times ]


http://speedy.sh/vMWFy/XCTF1.bsp

Author:  eXodus [ Fri Sep 27, 2013 10:04 pm ]
Post subject:  Re: XCTF1 [Update 27-09]

New update with several changes, most striking are the new textures, fixed light features, added a hallway and many smaller changes.

For extra viewing pleasure this time you get a pk3 to actually play it in ql.
Just copy it to AppData\LocalLow\id Software\quakelive\baseq3

http://www.sendspace.com/file/ssvypb

FFA is the only mode supported atm due to spawns.

Author:  eXodus [ Sun Sep 29, 2013 5:34 pm ]
Post subject:  Re: XCTF1 [Update 29-09]

And another update:

Getting close to a final version, lots of tweaks and some big changes:

Big changes:
Flag & LG room: Increased size / changed layout
Added a side hallway from mid to LG
Closed one entrance in base
MH area is wider

Smaller:
Added pillars to mid
Texture fixes
Weapon/ammo/health placement
Higher ceilings in some rooms
And many more small details

Still to be done:
Lighting
CTF Spawns
More detailling in some areas

Both bsp and pk3 included, unrar and play!

Attachments:
File comment: bsp
XCTF1-bsp.rar [262 KiB]
Downloaded 491 times
File comment: pk3
XCTF1-pk3.rar [300.21 KiB]
Downloaded 456 times

Author:  eXodus [ Tue Oct 01, 2013 5:29 pm ]
Post subject:  Re: XCTF1 Abandoned Place [Update 29-09]

The maps name comes from a mix between the place CTF and perhaps even QL is at and the general vibe the textures and atmosphere should give.

Lastest bsp version included.

- Added CTF Spawns
- Map overlay done
- Almost all detailling done
- Item/Weapon placement done

Attachments:
File comment: .bsp
XCTF1.rar [272.74 KiB]
Downloaded 440 times

Author:  smiker [ Wed Oct 02, 2013 12:37 am ]
Post subject:  Re: XCTF1 Destroyed Community [Update 29-09]

Is this for quake live? Doesn't load on quake 3 and it wont let me open it without decoding it...

Author:  eXodus [ Thu Oct 03, 2013 2:29 pm ]
Post subject:  Re: XCTF1 Destroyed Community [Update 29-09]

Yes this is for QL.

Author:  eXodus [ Tue Oct 08, 2013 8:42 pm ]
Post subject:  Re: XCTF1 Abandoned Place [Update 08-10]

The end is there, the finished version of the map.

http://www.sendspace.com/file/s0365u

Place in your Quakelive/baseq3 folder with all the other pk3's and check it out (Set it to read only).

/map XCTF1 in console will get you there.

Attachment:
File comment: Preview
XCTF1.jpeg
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